OpenGL-ES启用2D正交模式

use*_*zer 2 java android opengl-es orthographic

如果你将z增加到很远的地方,我试图与精灵没有任何大小差异.
但是我没有运气,它仍然变得更小:

||编辑||

我现在有这些方法

 public void onSurfaceCreated(GL10 gl, EGLConfig config) {
    float _width = 320f;
    float _height = 480f;
    gl.glDisable(GL10.GL_DEPTH_TEST);
    gl.glMatrixMode(GL10.GL_PROJECTION);
    gl.glLoadIdentity();
    gl.glOrthof(0, _width, 0, _height, 1, 100); 
    gl.glMatrixMode(GL10.GL_MODELVIEW); 
    gl.glLoadIdentity();  

    // Load textures ,
    gl.glEnable(GL10.GL_TEXTURE_2D);
    for (int a = 0; a < squares.length; a++) {
        squares[a].loadGLTexture(gl, context);
    }
}  
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.

public void onDrawFrame(GL10 gl) {
    //Clear Screen And Depth Buffer
    gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);    
    gl.glLoadIdentity();                    //Reset The Current Modelview Matrix
    gl.glTranslatef(.0f, 1.0f, locZ);
    squares[0].draw(gl);
    gl.glLoadIdentity();
    gl.glTranslatef(0.5f, 0.f, locZ);
    squares[1].draw(gl);        
    gl.glLoadIdentity();
    gl.glTranslatef(-0.5f, -0.5f, locZ);
    squares[2].draw(gl);
    gl.glLoadIdentity();
    gl.glTranslatef(-0.5f, -0.5f, locZ);
    squares[3].draw(gl);


    //change zvalues
    if(locZ >= 4.0f){
        speedZ *= -1.0f;
        locZ = 3.9f;
    }
    else if(locZ <= -4.0){
        speedZ *= -1.0f;
        locZ = -3.9f;
    }

    locZ += speedZ;

}  
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我正在改变z值,并因此改变与"相机"的距离,并期望由于我不想使用透视(正交模式),因此正方形的大小应该保持不变.但他们没有.希望这会有所帮助.

kra*_*mir 5

你有错误的glOrtho参数:

gl.glOrthof(0, width, 0, height, 0.01f, 100.0f);
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要么

gl.glOrthof(0, width, height, 0, 0.01f, 100.0f);
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编辑:忘记重置矩阵 - glLoadIdentity.

public void onDrawFrame(GL10 gl) {
    gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);    
    gl.glMatrixMode(GL10.GL_PROJECTION);
    gl.glLoadIdentity();
    /* SET NEW PROJECTION HERE: ortho or perspective */
    gl.glOrthof(0, _width, 0, _height, 0.001f, 100); 

    gl.glMatrixMode(GL10.GL_MODELVIEW);
    gl.glLoadIdentity();
    /* SET NEW MODELVIEW MATRIX( space transformation ) HERE and DRAW YOUR STUFF */

    //change zvalues
    if(locZ >= 99.0f){
        speedZ *= -1.0f;
        locZ = 99.0f;
    }
    else if(locZ <= 1.0){
        speedZ *= -1.0f;
        locZ = 1.0f;
    }

}
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这些步骤必须在渲染2D之前完成.从3D投影移动到2D投影,而不是在创建纹理或任何对象时.不太了解onSurfaceCreated中的public void,但它似乎不是渲染循环的一部分.